After years of adding this, tweaking that, fine-tuning here, TDX has finally reached a state where I consider it release-worthy.
While it doesn't match what I originally envisioned it to be in terms of singleplayer, in terms of gameplay and audio-visuals it is pretty much how I wanted it to be.
There might be some remaining bugs or balancing issues hiding somewhere, but that can be adressed with a patch (or an updated version for the next OpenRA release).

INSTALLATION
- Migrated to .oramod package. See INSTALLATION inside the .zip for details

BUGFIXES
- Removed empty 'lava' folder from maps which could crash the game when selected
- Fixed compatibility of title logo PNG with OSX/Linux
- Downsized rank insignia so they don't hide infantry and small vehicles as much as before

TDX v0.50 - Changelog

NEW FEATURES
- Day/Night cycles (only enabled on the shellmap, Break of Day and Lost in Paradise)
- Caribic tileset (including 2 exclusive MP/skirmish maps, Pirates of C&C and Lost in Paradise)
- Revamped balancing (leaning closer to the original than OpenRA's C&C)

Installation: Copy the 'tdx.oramod' found inside the zip into the 'mods' subfolder inside your OpenRA system directory. If there is no 'mods' subfolder inside the OpenRA system directory, create one first.
IMPORTANT: If you still have the original v0.50 release installed in OpenRA's installation directory, delete that old TDX installation first!

Will surely test this one when i have some time again.
The OpenRA TD version is too different for my liking and i see it only as a testbed, not a real TD remake. So i'm looking forward for this one being a true TD remake.

Though also here some small details that bug me a bit, only by looking at the previews.
-Like Crimsonum mentioned, the extended cooling towers look strange. I'm not a fan of altered graphics, if the original ones were fine.
-I'm not a fan of the remapable wrench icons
-the doubled heli shadow. the rotors shouldn't cast a shadow
--one thing that bugs me a bit in OpenRA are the cumulating shadows that get darker and darker. Though the classic C&Cs have this problem too iirc, it wasn't that obvious since there you don't have one unit casting 2 shadows (Titan body + Voxel barrel shadow or chassis+turret or heli+rotor shadow).
-the huge veteran icons should get an overhaul and made to fit better to the small unit size. Especially on infantry you see nothing but a walking star.

-adding a heavy tank to Nod also contradicts the sides gameplay and imo surely ruins the gameplay. Nod should be forced to use mixed unit groups to counter GDIs armor.
The Nod Artillery was always quite weak in classic TD, since it had shorter range than the MSAM, no Anti-Air, no turret, slower speed and less damage. So imo the ARTY should get a balance fix and get more damage and range.
Then it can also help Nod Tanks with the tanks in the front line and the artys behind them._________________SHP Artist of Twisted Insurrection: Nod buildings

While I haven't had the chance to actually play this yet, I notice in the screenshot that the mod uses the ugly looking TD laser (well, it appears to be 2 pixels thick instead of just 1, but it's still completely lacking in anti-aliasing).
While adding the super wide glow from the TS lasers would also look ugly, a more narrow outer laser like DTA has would certainly be fitting (or maybe even make it slightly narrower, since you most likely have that option in OpenRA).

Also, since I didn't have time to actually play the mod yet and since there's no recent videos to watch that I know of, I just went ahead and installed it so that I could observe the shellmap. Unfortunately there was not a whole lot to be seen there, so it'd be nice if the shellmap could be made more action-packed in the future._________________QUICK_EDIT

It sucks that you're telling people to manually edit their game installation... that's easier said than done on Linux and OSX, and bad practice for all OSes.
If you extract snow.mix into bits/snow (#11481) or reference the copy shipped with the TD mod this packages cleanly as an oramod and runs fine from the support dir.QUICK_EDIT

The Nod Artillery was always quite weak in classic TD, since it had shorter range than the MSAM, no Anti-Air, no turret, slower speed and less damage. So imo the ARTY should get a balance fix and get more damage and range.
Then it can also help Nod Tanks with the tanks in the front line and the artys behind them.

At least those two are not correct. The weapon range was identical (actually, iirc arty had a tiny bit more range due to a more forward FLH value) and higher dps (150 every 65 frames vs. 2x75 every 80 frames on the MSAM, both with HE warhead).

- Nod Arty: Basically Nod counterpart of MRPG, similar dps and range, slower and more fragile, but also cheaper (best damage/$ ratio)
- Nod SSM: Highest range and accuracy of all artillery, but low fire rate and poor vs. heavier armor. Basically similar but better than MSAM vs. ground, but no AA

@pchote
Sorry, but tbh I had either forgotten or not even noticed that the .oramod support made it into last release already.

Well, the way it looks TDX does have a few bugs that need to be squished quickly, guess I'll use that opportunity to switch to an .oramod package.QUICK_EDIT

Where are you hosting the source for your TDX dll?
You've implemented most of what we need for rendering TS lasers, so it makes more sense to pull that upstream with the depth tweaks than to implement it again myself.QUICK_EDIT

Where are you hosting the source for your TDX dll?
You've implemented most of what we need for rendering TS lasers, so it makes more sense to pull that upstream with the depth tweaks than to implement it again myself.

That was my intention anyway.

I've had code for that (and much more) on my local MechWars branch for months, but since I used somewhat refactored & streamlined projectile code as foundation* it required a bit more that copy-paste, so submitting it upstream got delayed by laziness.
I just hacked it into TDX recently due to LKO's comment on the old beam being ugly (which is true).

Well, I filed a PR now.

*using the "abstract default projectiles" approach I showed you a few months agoQUICK_EDIT

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot vote in polls in this forumYou cannot attach files in this forumYou can download files in this forum